precision mediump float;

varying vec4 v_position;
varying vec2 v_texCoord;

uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;

void main(){
    vec4 diffuseColor=texture2D(u_diffuse,v_texCoord)*u_diffuseMult;
    if(diffuseColor.a<.1){
        discard;
    }
    gl_FragColor=diffuseColor;
}